When are VBOs faster than “simple” OpenGL primitives (glBegin())?
There are a lot of factors to optimizing 3D rendering. usually there are 4 bottlenecks: CPU (creating vertices, APU calls, everything else) Bus (CPU<->GPU transfer) Vertex (vertex shader over fixed function pipeline execution) Pixel (fill, fragment shader execution and rops) Your test is giving skewed results because you have a lot of CPU (and bus) … Read more